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Heresy box art
1995 Ranked #18,140

Heresy

A collectible card game has fallen angels control two battle areas, store tau in the Matrix, and open a gateway to Heaven. Protecting limited storage while opposing forces attack makes every summoned card part of a larger escape plan.

Customizable Games Card Game Collectible Components Voting Collectible: Collectible Card Games

Players

2-5

Play time

Not listed

Age

12+

Complexity

3.2/5

Rating

5.81

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

If you know how to play Magic, you are half way there in this blatant Magic clone. What makes this game different is there are two areas to fight/control and the artwork on the cards.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

If you know how to play Magic, you are half way there in this blatant Magic clone. What makes this game different is there are two areas to fight/control and the artwork on the cards. The story, Heaven has fallen and the Angels trapped on Earth are trying to use the Matrix (internet) to open a gateway into Heaven. There are six basic types of cards. Locations (lands) that open (tap) to provide aura (mana) or store tau (victory points.) There are 8 different convictions (colors) so from a starter it will still be near impossible to build a deck. Characters (creatures) represent the fallen hosts and heathen groups that can be called. These can battle in the Wilds (real world) or plug in and leave their body and fight in the Matrix. While there, if they die they're ripped back into their body. Alephs (artifacts) are powerful talismans that attach to characters or locations. Enhancements (enchantments) attach to other cards for positive or negative affects. Celestial Powers (sorceries) can be played on your turn only and are discarded immediately. Miracles (instants) are instant effects that can be played anytime. To win the game you need to play cards in the Matrix that can store tau and protect them. Each card can only hold so much, so you will need to call more then one. You will need to store enough tau (5 to 21 depending on the number of players and desired game length) to open a gateway into heaven. The game is a bit more complicated than Magic but with fewer cards available not as rich. There is also a social voting element similar to V:tES/Jyhad. Special mention must be made of the cards. The cards are about an inch longer than most ccgs, with most of the extra room taken up by the stunning artwork. Kudos to Rick Berry, the graphic designer, for making one of the most striking looking games out there.

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Editions

Language and publisher variants currently recorded in the catalog.

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–5
Best with
3–4
Play time
90 min
Age
12+
Complexity
3.2/5
Credits and catalog connections

Credits

Designers

3
Christian Moore Owen Seyler Matthew Sturm

Artists

4
Darrel Anderson Stephen Barnwell Rick Berry Tim Bradstreet

Publishers

1
Last Unicorn Games

Linked items

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